
Pass through the threshold and enter a world born of memories. Defend yourself with a camera while solving death’s mysteries in a reverent evolution of 90’s survival horror, integrating both fixed cameras and over the shoulder perspectives.
Modeled estimate, not a reported figure. How we estimate →
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About
Sam, unable to move on from the death of her beloved grandfather, falls down an internet rabbit hole chasing the promise of reuniting with him.
Following the lead of a mysterious forum, she finds herself at a supposedly supernatural house in the mountain, hoping to make contact with the other side.
A journey through grief and loss within retro-inspired atmospheric environments.
4-6 hours of gameplay with multiple endings
Both pre-rendered and in-game cutscenes
A focus on exploration with classic puzzles, and limited combat using a camera as a weapon
A modern control scheme with 3rd person over-the-shoulder aiming and optional classic tank controls
Optional pixelation and retro effects calling back to the first 3D console era for a more authentic experience
A haunting original soundtrack
Experience a psychologically-focused narrative love letter to late 90s genre staples Silent Hill and Resident Evil.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Portuguese - Brazil, Spanish - Latin America*languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
10 out 10 game gives that perfect, HORROR vibe from ps1 and ps2 era it great should play and by I loved streaming this game too the world
It's a Retro Style Survival Horror game that feels like a tribute to Resident Evil, Silent Hill and Fatal Frame. It's immersive, the combat is somewhat clunky, and does feature a Retro Filter, so you can play it pretty much like if it was a PS1 game. I finished it on challenging difficulty while avoiding most enemies in the first two (out of 3) "levels". So I ended up having plenty of ammo for the last one. Healing items are very scarce on CHALLENGING, you maybe get only a handful of fully healing medkits. If you plan on playing it on CHALLENGING, I recommend waiting until you get the second camera upgrade, which let's you charge shots for about 5x or more times the damage per shot. If you want to check out how it plays or maybe need some help from a walkthrough, look no further: https://www.youtube.com/watch?v=Yomm4j5WPHI
So far a great game. The arachnophobia mode is the best I've seen so far in any game!
The puzzles were too hard and confusing at times for me. I even got lost one time and had to look up a guide. That said I still gave a positive review to the game. I managed to do all the bonus objectives, the monsters were interesting, the environments were beautifully haunting, the bosses were moderate and that ending was good. If you aren't afraid of hard puzzles you will love this game!
Pretty cool survival horror game, more about exploration and puzzles, there's few combat and it's not the main point. Immaculate vibes and very nice backdrops (prerendered or not) If you miss old school Silent Hill and look for horror games that are, in a way, comforting, this one is perfect
them polygon tities are very pointy and on fleek omg 🥰
The game relies heavily on nostalgia, and my God, it works really well. If you play it which I highly recommend you’ll be reminded of old PS1 games. The music is sublime; kudos to the composer. I put 25+ hours into this game and enjoyed every second. Hopefully, we’ll see more 8.5/10 games like this one from the developers. Thanks for the game :)
It's good! There are multiple endings and I'm satisfied with my playthrough. I use a guide often when I game, but without one this game might get a little tricky. I'd give this game an 8/10. I'm a huge horror game fan and I like the atmosphere, settings, and aesthetic of this game. My record says about 7 hours but the game recorded 3 and a half for me. I liked this game for its artistry, plot, and haunting vibe. The combat is okay, but this game isn't very scary. I was initially let down by the lack of horror and terror, but the artistry and story brought me back. If you're looking for an introspective, touching, and haunting art piece, this game isn't too bad, but honestly, the lack of horror might make it a hard sale. Thanks for reading and wishlist it if you want cuz honestly it's a pretty good game! :)
Wow, I didn’t expect to find this game so aggravating! Where do I even start? I guess let’s give credit where credit is due first - Man, is this game ever nice to look at. There is just so much excellent camera work and beautiful surreal imagery here, it’s really great. I love the use of extreme long shots to make the player feel small and show off the colossal environments, they remind me of some of the epic shots from the original God of War, which I don’t see used very often in fixed camera games! The art and camera direction are really the main reason this is getting a positive review, although I will note that the soundtrack is quite good as well, although not quite memorable, strong enough to play an important role in the atmosphere of the game. And sadly…that’s really all I have to say to recommend Heartworm to anyone - as an atmospheric piece of art, certainly not as a game. Heartworm somehow manages to take inspiration from the old greats like Resident Evil, Silent Hill and Fatal Frame and deliver a tiresome slog that misuses and dare I say even abuses fundamental pillars of the fixed camera survival horror branch. How on earth can a game designed around exploration manage to dissuade players from exploring?! I never would have imagined this to be possible before playing Heartworm. Now I know I just finished complimenting the camera work, but it’s got a serious role to play in this issue. Take the original Silent Hill games for example. Carefully chosen camera angles are used to frame important items, notes, or other points of interest. That’s one of the main benefits to using fixed cameras. This can be used to establish mood and tension as well of course, prevent players from seeing around corners and force them to creep slowly into the unknown. If you play fixed camera horror games then you already know all of this, so why am I talking about it? It’s because Heartworm really overdoes it. I lost track of how many dead ends were framed gloriously to focus my attention down the way into… …nothing. I’d run all the way to the end of the camera's line of sight clicking to explore along the walls and the best I would get was a flaccid character dialog line stating “there’s nothing here” or “the drawer is empty”. Now maybe this seems nitpicky, but when the environments are all massive and all the dead ends (of which there are a LOT) are framed as though they are important, it starts to really betray one of the core principles of survival horror, which is to explore everything. There’s a suspicious lack of items to actually pick up in the game which makes this issue worse. By the middle of the second area I was consciously refusing to check corners as I had been so worn down by there being no reason to do so. And by the third area I had returned to checking them just to verify how obnoxiously empty the environments were and yeah, it was just as bad. Why frame 2 different dead ends under the same staircase with these evocative camera angles that encourage players to go investigate if there’s nothing there? Maybe just don’t let us go under the staircase then. The weird thing here is that there IS in fact a fair bit of unique character text you can get from exploring and checking out these corners and dressers and stuff, but…it’s almost all meaningless. It adds nothing. Why put so many interactable things if they don’t at least serve to build the environment, the atmosphere, develop the character? Don’t get me wrong, those all DO exist here too, but they are lost in a sea of worthless text, massive landscapes that take ages to get across and dramatic but pointless camera angles so they just end up being not really worth digging for. As you can tell, this really bothered me, and let me point out that survival horror is my favorite genre. I have been playing these types of games since the genre began and I really value the subtle developments that happen through investigative exploration, learning how your character views the things you interact with, gaining more insight into the environment, being rewarded with subtle depth for taking the time to investigate. This is not a case of not “getting” the slow burn of these games. This is a lack of substance to burn. Another core aspect of survival horror is being able to choose when to engage enemies and when not to. And that too is a mess here. Technically, you can bypass most enemies, but most of them have some annoying move they can do that either blocks your path or slows you down and essentially forces you to engage. Dogs are too fast, statues literally create walls you can’t pass without fighting, static people use a slow down move on you, and the jumping guys in the clocktower can stun lock you to death. I wasn’t huge on the combat here anyway, but these enemies are infuriating. I’m actually impressed at how Heartworm applies core parts of the survival horror genre in such a way that they manage to become a detriment to the quality of the game instead of a feature. Really disappointing. I will leave this review as positive despite the temptation to make it negative. I think there’s some really beautiful visual stuff going on here and it is abundant. It feels like the developer put an enormous amount of love and care into the environments, but fell short when delivering a game worth playing. For more 3rd person survival horror, check out my curator page - https://store.steampowered.com/curator/45050657/
game looks good but unplayable due to a bug game will make you walk in a circle and there does not seem to be a fix for it out there even though many people have had the same issue
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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